Idea: no_traps option

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  • Tobias
    Adept
    • Dec 2009
    • 172

    #16
    Originally posted by buzzkill
    I don't play much V anymore, but I believe you get stat restoration upon every level-up.
    This is not that often, especially once you hit lvl 50. Or if you are high level for your depth. I once found !exp, by the time I leveled up again more than half of my stats were yellow.
    My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2

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    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #17
      Originally posted by Tobias
      This is not that often, especially once you hit lvl 50. Or if you are high level for your depth. I once found !exp, by the time I leveled up again more than half of my stats were yellow.
      Also if you get hit by time while at the upper end of the clvls that really hurts. Mushrooms of Vigor and Potions of Augmentation help, but other than those methods to restore all stats is much harder now.

      OTOH sustains have now some value. You really don't want to fight Dreads without sustain STR.

      As a whole I think this is a good change, even that you might get really screwed by time attacks.

      Comment

      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #18
        Originally posted by Timo Pietilä
        As a whole I think this is a good change, even that you might get really screwed by time attacks.
        I agree. It makes mid-to-late game sustains and drains more interesting. The early game is a bit easier, but I'm not as worried about that.
        linux->xterm->screen->pmacs

        Comment

        • jens
          Swordsman
          • Apr 2011
          • 348

          #19
          I did mention I disarm them for their xp, indicates I am talking about a period in the game when I think 5 xp is relevant ;-)

          Comment

          • Tobias
            Adept
            • Dec 2009
            • 172

            #20
            Originally posted by jens
            I did mention I disarm them for their xp, indicates I am talking about a period in the game when I think 5 xp is relevant ;-)
            I often disarm those even when I am deeper. Just because of habit. And with the changes to stat drain this has become a very bad idea.

            Also, maybe 'Vigor should be more common. I have really bad luck finding them with my last games.
            My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2

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            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #21
              Ehh, I think Vigor's pretty good, honestly. Very rare for a very useful item. If they were more common then stat drains would lose a lot of their punch.

              Comment

              • d_m
                Angband Devteam member
                • Aug 2008
                • 1517

                #22
                Originally posted by Tobias
                I often disarm those even when I am deeper. Just because of habit. And with the changes to stat drain this has become a very bad idea.

                Also, maybe 'Vigor should be more common. I have really bad luck finding them with my last games.
                The current item allocation stuff means that certain items skew to the shallow end of the dungeon just because lots of stuff is only available deeper.

                I think stats show that 100 levels generates around 6-7 mushrooms of vigor. This number doesn't sound way too low, but I think the big problem is that most of them are generated at a very shallow depth.

                By the time you realize how useful/important they are you will have eaten them and never see them again.
                linux->xterm->screen->pmacs

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #23
                  Maybe we should auto-inscribe ,Vigor, !*Healing*, and !Life with "!?", which prompts "Are you sure you wouldn't rather save this for later?" when the item is used.

                  Comment

                  • Netbrian
                    Adept
                    • Jun 2009
                    • 141

                    #24
                    Originally posted by d_m
                    I think stats show that 100 levels generates around 6-7 mushrooms of vigor. This number doesn't sound way too low, but I think the big problem is that most of them are generated at a very shallow depth.
                    I think that needs to be reviewed soon. To me, it's problematic if the player has an incentive to play at a lower dlvl than they would otherwise.

                    Comment

                    • d_m
                      Angband Devteam member
                      • Aug 2008
                      • 1517

                      #25
                      Originally posted by Netbrian
                      I think that needs to be reviewed soon. To me, it's problematic if the player has an incentive to play at a lower dlvl than they would otherwise.
                      Agreed. No promises on when though...
                      linux->xterm->screen->pmacs

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #26
                        It's more like you have an incentive to scum the first 200' or so of the dungeon. There's several items that are useful throughout the game and can start showing up very early, which ends up meaning that they are significantly more common early on compared to later. I don't know that there is a good way to fix that problem.

                        Comment

                        • PowerDiver
                          Prophet
                          • Mar 2008
                          • 2820

                          #27
                          Originally posted by Derakon
                          It's more like you have an incentive to scum the first 200' or so of the dungeon. There's several items that are useful throughout the game and can start showing up very early, which ends up meaning that they are significantly more common early on compared to later. I don't know that there is a good way to fix that problem.
                          I think they could be given an "overpowered" flag. Then, with drop depth of L, they have to pass an additional (L/100) out-of-depth check. That might make them rare enough in the early levels for the early levels not to be worth scumming. You'd need to increase their allocation probabilities to rebalance.

                          Comment

                          • Tobias
                            Adept
                            • Dec 2009
                            • 172

                            #28
                            Originally posted by PowerDiver
                            I think they could be given an "overpowered" flag. Then, with drop depth of L, they have to pass an additional (L/100) out-of-depth check. That might make them rare enough in the early levels for the early levels not to be worth scumming. You'd need to increase their allocation probabilities to rebalance.
                            It could also instead make them show up at the BM with increased probability. Or even get a few fixed slots on the BM that always contain some of ('vigor, !liferestore, !enlightenment and so on).

                            Or even a special item type that has a short list of items and thus constant spawn rate in all depths.

                            Having increased spawn rates for shrooms in caverns would also be nice.
                            My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2

                            Comment

                            • Netbrian
                              Adept
                              • Jun 2009
                              • 141

                              #29
                              Originally posted by Tobias
                              Or even a special item type that has a short list of items and thus constant spawn rate in all depths.
                              I think NPP is set up so this sort of item is likely to show up in chests. Maybe we could do something like that?

                              Comment

                              • jens
                                Swordsman
                                • Apr 2011
                                • 348

                                #30
                                Or get the system of multiple Allocation lines working, and then use it.

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